function fisicasUpdate( dt )
	
	for i,v_i in ipairs(gameObjects["player_random"]) do
		v_i:setCol( 1, false )
		v_i:setCol( 2, false )
		v_i:setCol( 3, false )
		v_i:setCol( 4, false )
		v_i:setCol( 5, false )
	end

	for i,v_i in ipairs(gameObjects["player_random"]) do
		
		for j,v_j in ipairs(gameObjects["player_random"]) do
			if ( i ~= j and v_i:getC() == false )then
				p1c1, p1c2, p1c3, p1c4 = v_i:getPointsColission()
				p2c1, p2c2, p2c3, p2c4 = v_j:getPointsColission()
				local is_colisioned = colisions( p1c1,p1c2,p1c3,p1c4,p2c1,p2c2,p2c3,p2c4 )
			 	v_i:setCol( 1, is_colisioned ) 
			 	if is_colisioned then

			 		p1c1, p1c2, p1c3, p1c4 = v_i:getPointsColissionUp()
					v_i:setCol( 2 ,colisions( p1c1, p1c2, p1c3, p1c4 ,p2c1, p2c2, p2c3, p2c4 ) )

					p1c1, p1c2, p1c3, p1c4 = v_i:getPointsColissionDown() 
					v_i:setCol( 3 ,colisions( p1c1, p1c2, p1c3, p1c4 ,p2c1, p2c2, p2c3, p2c4 ) )

					p1c1, p1c2, p1c3, p1c4 = v_i:getPointsColissionLeft()
					v_i:setCol( 4 ,colisions( p1c1, p1c2, p1c3, p1c4 ,p2c1, p2c2, p2c3, p2c4 ) )

					p1c1, p1c2, p1c3, p1c4 = v_i:getPointsColissionRight()
					v_i:setCol( 5 ,colisions( p1c1, p1c2, p1c3, p1c4 ,p2c1, p2c2, p2c3, p2c4 ) )
				end
			end
		end
	end
end

function colisions( p1c1,p1c2,p1c3,p1c4,p2c1,p2c2,p2c3,p2c4 )
	return p1c1 < p2c2 and p1c2 > p2c1 and p1c3 < p2c4 and p1c4 > p2c3 
end